Barbarian
Base Class: Barbarian

People often forget that barbarians are defined by their rage: unbridled, unquenchable, and unthinking fury that borders upon the preternatural.  Their culture, society, or standing have little — if anything — to do with them *being* barbarians.  When most hear the word, they think of a warrior, often hailing from a tribal culture.  It can therefore be a shock to discover a well-dressed member of the upper class suddenly going on a rampage fueled by unearthly fury.

Barbarians on the Path of Privilege come from lives wealth and influence.  Females who follow this path are called karens; males are either called male-karens or kens.  They are accustomed to having things their way: what they want, how they want it, when they want it.  They demand the world exist according to their standards with little regard for others, and are willing to risk or demean others to achieve their ends.  They are recognized by their sense of entitlement, a self-centered approach to interacting with others, a willingness and desire to complain, and tendency for raging tantrums.

By this description, they may sound no different that the typical privileged noble or other member of high-society, but there is a distinction.  What sets them apart, and makes them a barbarian is the depth and explosive power of their rage, and how far they are willing to go in their tantrums. 

Your typical noble will cease shouting when you hold a knife to his throat or draw a crossbow on him, recognizing his life to be more important than whatever slight he was dealt.  But pull a weapon on a Karen, and she only has something else to rant and rail about.  Actually use that weapon on her, and she only grows more furious.

Path of Privilege Features

Barbarian Level Feature
3rd Speak with Managers, Verbal Assault
6th Criticize, Demanding, Narcissism
10th And Another Thing!, Trader-Traumatizing Tantrum
14th Excuse Me?!

Speak with Managers

When you choose this path at 3rd level you gain proficiency with the Intimidation and Persuasion skills if you aren't already proficient with them.

Verbal Assault

When you choose this path at 3rd level, you learn a sharp tongue can cut deeper and quicker than any blade.  You gain the ability to go on an explosive tirade, berating those who would defy you, shaking their confidence with cutting words.

You know the vicious mockery cantrip, and can cast it while raging (this feature ignores the Rage feature's limitation on spellcasting).  Charisma is your spellcasting ability for it.

While you are raging, you can use the cantrip in place of any of the attacks you would normally make as part of the Attack action.

The effects of your vicious mockery are cumulative.  In other words, if a creature fails its saving throw against your vicious mockery twice on the same turn (when you gain the Extra Attack feature at 5th level), it has disadvantage on the next two attack rolls it makes before the end of its next turn.

For the purposes of game effects that require making a weapon attack, words are your weapons. For you, casting vicious mockery counts as making a melee weapon attack, and when a creature fails its save against the cantrip, it counts as you hitting with an attack.

Criticize

Starting at 6th level, your sharp tongue gains a vorpal edge.  Whenever a target makes a saving throw against your vicious mockery and rolls a 1 on the d20, the casting is a critical hit.  The cantrip's damage is considered it's weapon damage die.  When you gain the Brutal Critical feature at 9th level, it applies to vicious mockery.

Demanding

By 6th level, you have mastered the art of shrieking until someone does as you tell them.  Outside of a rage, you can cast the command spell once, and regain the ability to do so when you complete a short or long rest.  However, while you are in a rage, you can cast the spell at will (this feature ignores the Rage feature's limitation on spellcasting).  Charisma is you spellcasting ability for it.

Narcissism

At 6th level, your egocentric view of the world solidifies into full-blown mental disorder.  Your close-minded outlook and unshakeable belief in your own superiority and untouchability (and the rejection of all evidence to the contray) may make you all the more insufferable, but is not without its benefits.

You gain resistance to psychic damage and have advantage on saving throws against being charmed or frightened.

And Another Thing!

Starting at 10th level, while you are raging, you can cast vicious mockery as a bonus action on each of your turns. (You can now cast it up to 3 times per turn, twice by casting it in place of a weapon attack using Extra Attack, and once as a bonus action).

Trader-Traumatizing Tantrum

When you reach 10th level, you learn how to get what you want by making a scene.  Desperate employees will usually give you what you want, hoping you'll just go away.  However, sometimes these tantrums backfire spectacularly.

When you are attempting to buy or sell goods or services, you can spend 10 minutes haggling over the price, making a bigger and bigger scene as time progresses. At the end of the 10 minutes you make a Persuasion check with advantage.  If you succeed, you pay half or are paid double the original price.

However, if the check fails, the target of the check becomes hostile towards you. How this hostility manifests depends on actions you took during your haggling attempt.  Roll a d6 and consult the Action table to determine what your narcissism drove you to do during those 10 minutes.  The DM then chooses a Consequence for your Action or determines it randomly.

Action
d6 Action
1 You assaulted someone.
2 You threatened someone.
3 You damaged property.
4 You went on a screaming rant about everything wrong with everybody else.
5 You argued harsher than necessary, resorting to particularly vulgar speech.
6 You explained over and over why you deserved a better deal.
Consequence
d6 Consequence
1 2d4 verterans arrive to take you into custody.
2 1d6 guards arrive to escort you off the premises.  You are banned for life
3 You must pay 1d20 × 10 gp in fines and restitution.
4 1d4 guards arrive to escort you off the premises.  You are banned for 2d8 days.
5 You storm off in a huff, and leave a random item behind.  The DM chooses the item.
6 You are asked to either accept/pay the original price, or leave.

 Once you use this trait, you can't use it again until you finish a short or long rest.

Excuse Me?!

Starting at 14th level, whenever a hostile creature provokes an opportunity attack from you or deals damage to you while within 5 feet of you, you can use your reaction to cast vicious mockery at that creature.

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